Hi! If that 'fixed' the issue, I think it points to inverted normals. I would check the way Celosia suggested (enable Face Orientation in Blenders Viewport Overlay).
Long time polycount lurker trying to get more active in the community and level up my art skills :) . I am recreating a concept by Bangzheng Du, "The Best Pork Ramen House". Trying to get this fun stylized scene translated into 3D. Still some more things to add but getting it close to finished, I would love feedback.…
I'm struggling to understand what the problem is here to be honest. What exactly are you trying to achieve that requires multiple exported texture sets on the same UVs? More to the point, how exactly are you planning to use them?
so i gathered some reference imagery and painted over again, to the point of this where I'm currently at trying to figure out how to paint spiky hair to suit the look I'm trying to go for. ( it's kinda bad I've been working on this on and off for over a month now, which isn't super grate time wise, but life does get in the…
guys, I have the same issue :/ resetted the pivot point and while "Z" symmetry works fine I cannot get the right "X/Y" Symmetry to work. X and Y stick to the face normals that I am painting on which I do not want. I want them to "mirror" what I draw in the X/Y axis seen from the pivot point.
Inside Unreal Engine something like that would be achievable either through using a Terrain(Landscape) for the base using either an alpha blended or texture weight blended materials,and then using the foliage system to paint foliage meshes on top of that,OR through using a static mesh with vertex painting on it to combine…
Thanks Neox for clearing up the clouds :P Yup guys, the point of UVs inside Z has never been to make anything final with them. It really just is to support painting good enough. (or more exactly : converting vertexcolor painting to a texture that can then be baked). This tool seems to give more pixel density than the…
Background details: I made a model in ZBrush and polypainted it. Made a lowpoly and used Topo to bake the polypaint info to a texture and worked on it with photoshop. Later I got a portfolio review and was told to try taking the model into Mudbox 12 and paint directly on the lowpoly as the polypaint from ZBrush had gotten…
Hey Fabi_G, thanks for your comment! :D I never use hard edges for my low polys, it's something that has been taught to me at school, but maybe I'll try using them next time, see how it looks! I also completely agree about the UV stacking, same as the UV space. In hindsight I should have thought more about this but I just…
Hi everyone! :) As Odow suggested :thumbup: I made my own thread so I don't clog the hand painted section with bad models ehehehe. So this is how it's looking now. I can't waste anymore time on the model, I just made a lower-poly comparison of what I didn't want, I needed the curvy detail leading to the sharp points.…